The magical Version 1.0 of obj/vemork_factoty_small

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Bjarne BZR
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The magical Version 1.0 of obj/vemork_factoty_small

Post by Bjarne BZR »

Today I released Version 1.0 of my complete re-design of my map obj/vemork_factoty. It is renamed to obj/vemork_factoty_small.
:D :) :( :o :shock: :? 8) :lol: :x :P :oops: :cry: :evil: :twisted: :roll: :wink: :!: :?: :idea: :arrow:
Data:
Map name : obj/vemork_factory_small
Map type : Multiplayer objective
Game support : Medal Of Honour Allied Assault(Not tested with Spearhead addon, but probably works)
# of players : 32
Version : 1.0
Release date : 2003-03-12
Map designer : Bjarne Gr?nnevik
Beta test crew: Clan "Friendly Fire is ON" (http://ff.lmao.cc/)
Compile flags : BSP stage: '-blocksize 0', VIS stage: Nothing extra, LIGHT stage: '-final'

Changes since obj/vemork_factoty follows:
1) 2 complete floors has been removed ( 5 floors remain ).
2) FPS has ben raised to the levels of the V2 map.
3) Most areas has been re-designed to get more angles and less open areas.
4) All glass textures are now "reflecting".
5) Sound problems fixed ( None of you guys noticed them, but I did :-) ).
6) Better score board ( Now shows what objectives has been completed ).
7) The load screen is now a picture of the actual factory as it looked around the time of WWII.

And now some pictures:
This is one of the halls where the heavy water is produced. This is where the allies will set off a bomb. Located on floor 2.
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Same room as above, but here it has blown up.
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This is the "desk document" objective on the 4:th floor.
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This is the "wall document" objective on the 4:th floor.
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Recreation The recreation room on the first floor.
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A long corridor that runs all the way across the 1:st floor.
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A long corridor that runs all the way across the 2:nd floor.
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This is the smaller distiller hall. It is located next to the big one.
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The office reception at the heart of the 4:th floor.
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A "fly by" picture of the factory from above.
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The factorys snow covered roof ( 5:th floor ).
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The largest hall in the factory, ir spans 3 floors and starts at the 1:st floor.
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A smaller transformer hall located in the 2:nd floor.
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So fire away! What is good? What is bad? I don't care that it is my first map so why should you? Give it to me!!!!! :wink:

Downloade it at my site ( under downloads )....
There is also a lot of other info there, like the historical events behind the map and stuff like that...
Last edited by Bjarne BZR on Thu Mar 13, 2003 1:41 pm, edited 1 time in total.
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General Death
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Post by General Death »

From the pics im very impressed!!!

Will be dling it later to check it out in Mohaa :)
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Post by Yarik »

Impressive man. BTW how do you get the blow up to work by your self? did you have someone play with u?
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Post by Bjarne BZR »

Yarik, put // in front of the line level waittill roundstart
Everything with // before it will be regarded as a comment and ignored by the game

That makes the game skip the waiting until the round starts ( at least one person in each team ) before setting up the objectives ( calling global/obj_dm.scr::bomb_thinker and stuff like that )
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Post by Bjarne BZR »

Thanx General Death :D Looking forward to your verdict... I'm just going to run it on our server for a few days to find any obvious errors... then I'll drop you a formal request for a review... *scary* :wink:
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Post by mohaa_rox »

Nice, looking good.
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Post by jv_map »

This is an extremely nice map 8)

The destillers look awesome and so does most of the map. There's plenty of cover opportunity and quite some variety in combat. Most textures are aligned properly and the complex is quite detailed.

Some flaws are the excessive size of the map, which requires a lot of players. Most stairways look fragile as their support beams are too thin. I didn't like the enormous maze of quarters, in which the documents can be found. The breakable windows have too much health (can stand a grenade blast :shock: ). The objectives seem about impossible to achieve and the roof is too much an open area. FPS drops horribly near the destillers (too many curves).

Anyway - I think you did a very good job. The above paragraph is just meant to help you on future projects. Vemork Factoty is a splendid map that deserves a place in the rotation of many servers.

Keep up the good work ;).
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Post by Bjarne BZR »

Thanx jv! :D

And its fortunate that U mention the low FPS by the distiller objective... because it is NOT caused by the distillers having too many curves. There is someting else going on there ( sometimes the FPS droppes to 20, but sometimes it is around 60 in the same place )... but that is not a problem for this thread to solve :wink:

I feel like defending my map now :twisted: but I'll skip that, I just want your opinions. So keep em coming!
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Post by General Death »

WOW...after being in the map Im even more impressed. This map could get an award for fps of the year!!! I avg bout 100-120 with the distiller hall being the exception at 60. There is quite a good bit of brushwork there so it?s easy to see why that?s the case....but take note that a lot of maps have a prob sustaining 60.

Now gameplay, I have to say though I think this will be the big prob with the map due to the shear size. If was a dm map then I don?t think it would be as big of a prob but since its a obj it would be interesting to see the flow and to see if the obj can be captured without ungodly gameplay. I have to say I have not played this map but look forward to it.

That?s all I can say for now since I haven?t played it yet. Dont take my gameplay notes too much to heart....im really against "indoor, bunch of rooms" style maps so it takes a lot to win me over.

Now im off to find a server playing it :)
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Post by mohaa_rox »

Review it! Review it! MOTW!
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Post by Gizzy (nl) »

YES ! :shock: :shock: :shock: , those screenies are really looking good... 8) :lol: Will have a look at the map this weekend..anxious to read a review..
greets, Gizzy (nl)

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Post by Bjarne BZR »

:D Thanx for all the exelent feedback! :D
I'd love it if you reported any errors / problems you find ( This may not be the best forum to post screens, but I'd love it if you took a screenie -> made it *.jpg and sent it to the elail under contact on my web page :D ).

Now I feel the time has come to comment on the size ( as jv_map and General Death has pointed out its rather big ).
After playing the map on a server started on my local machine, and inviting some of the players from the FFisONclan server ( ToTAL[#2] MOHAA 1.11 [FF is ON] - Dedicated. IP:213.242.172.15:12203 ) in, I am now pretty confident that the map does work rather well with as few as 2 soldiers on each team. The reasons for this is mainly 4 things:
1) The construction of the map ( floors on top of each other) makes it easy to pinpoint an opposing soldier via sound... knowing that most doors on the office floor is wooden, and those below are steel doors.
2) The 3 objectives are not close to each other. This combined that fast access to all floors is possible through the north and south staircase, makes the number of different strategys to capture objectives very large.
3) The nature of the "Documents objectives" ( Trigger them and the objective is done, and cant be undone ) makes for a "smash and grab" strategy that differs from the "set -> guard -> wait" strategy we are used to for bombs.
4) The top and bottom floor is seldom used in fighting, mostly for "going around and getting them in the back", thus effectively the size is only 3 floors :wink: .

This is not really a defence, Im only writing what I found in testing. :wink:

And mohaa_rox, I'm going to submitt next version, as I've found a SERIOUS vis_leafgroup popping by the doors in the loading area :cry:

:D Happy, happy, joy, joy! :D
/Bjarne
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Post by NoTarget »

I have tested this map, but i think it was dm beta or something.
It is a great map :P

Maybe one elevator in the map have done it :wink:


/Morten


PS: Elevator: http://www.stjernstedt.com/mohaa/3_stor ... prefab.zip
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Post by Bjarne BZR »

The latest version 1.1 (final) of the map is available in OBJ an DM versions.

The elevator U refer to I'm actually using in another map :) its great! :D
The latest version of the map is a bit smaller, and I descided it did not need an elevator.... check it out at my site.

Oh, and thanx :D
Last edited by Bjarne BZR on Fri Mar 21, 2003 7:37 pm, edited 1 time in total.
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Post by Yarik »

I got to tell you. Its pretty big but I like it. How long did it take you to make the whole map in hours?
Heres a few tips if you are going to update this one.

1.Add more breakable boxes (lots of them)
2.I havent played the newset vesion but are the windows breakable?
3.Add a few more underground levels that are like jacuzi's maybe a pool
some sofas piano. To make it look like an underground realxing club.
these are just suggestions I personally would like it better like that. :roll:
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